iserith
Magic Wordsmith
See, yeah, if the GM isn't at all interested in my character's story, why should I come up with one? It won't really make a difference to you or anyone else, so it's just a waste of my time.
I think this is where you have me wrong. I do care what your character's story is. But I want to see it in play, not read about it beforehand. Show, not tell.
My combat turn will make logical sense, because if I've learned one thing about combat it's that the opportunities to do anything truly outside the box are few
That is certainly not true in my games. It saddens me to hear players of a game based chiefly on imagination say that.
What's passive aggressive about it? It might be passive, but it's not aggressive. Again, there's no downside for you as the GM. So what if my characters aren't role-played to the hilt? Don't you have bigger fish to fry?
Passive aggression is when you offer indirect resistance to the demands of others and avoid direct confrontation by way of procrastinating, pouting, or the like. I would see what you are suggesting as passive aggression.
Which bigger fish am I frying in your estimation? There seems to be a lot of assuming going on here.
Well, you've just said you don't want to read my backstory, and that I have to be concise in communicating the concept of my character to the other players. I assume that philosophy carries through the game. So yeah, nuance and texture are out the window. Not sure why that's a bad thing from your perspective, especially since on your side of the screen there is literally no difference. You think you have the Insight to detect that I'm dissatisfied in any way? You don't, trust me. Because I found a way to not be dissatisfied and I'm enjoying your game for what it is. I'm probably enjoying the opportunity to play so many different classes and backgrounds, so that when I do get to play in a real character-based campaign, I won't have to waste a lot of time learning the combat mechanics for that class, and I will have a sense of the dynamics of the build, and how to tweak it to maximize character stuff. I really don't see how you lose anything in this scenario at all.
I really don't see how you can draw these conclusions about a game that has character death in it.
EDIT: On the subject of showing and not telling, you can even go read transcripts of my game: Actual Play Transcripts. I don't think you could read that and say I don't care about "character stuff."
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